Search found 81 matches

by Shivan Hunter
Fri Jul 11, 2014 2:04 am
Forum: Bug Reports & Tech Support
Topic: CharonPirates.xml contains malformed XML
Replies: 3
Views: 682

Re: CharonPirates.xml contains malformed XML

I know, and I by no means expect George to write his XML to any standard other than what Trans's own parser expects. Since I was parsing XML for my mod anyway, I thought I'd mention the minor issues I ran into since they're easily corrected. About entities: there are several ways to get parsers to i...
by Shivan Hunter
Thu Jul 10, 2014 5:17 am
Forum: Mod Announcements
Topic: Shivan Hunter's Weapons and Armor, volume pi
Replies: 1
Views: 709

Shivan Hunter's Weapons and Armor, volume pi

O hai. It's been a while since I dropped off the map, and I've been quite busy with IRL stuff. I just got addicted to Transcendence again after the 1.3 release. A while back I rendered armor segments for every armor in the game (some share images, such as the ultra light and light titanium armor) bu...
by Shivan Hunter
Wed Jul 09, 2014 7:12 am
Forum: Bug Reports & Tech Support
Topic: CharonPirates.xml contains malformed XML
Replies: 3
Views: 682

CharonPirates.xml contains malformed XML

not really a bug per se, but I'm trying to parse the source XML for reasons, and line 1678 of CharonPirates.xml is <!-- GLOBALS ------------------------------------------------------------------> but a proper XML comment does not contain multiple hyphens except the "--" at the beginning and end. Pre...
by Shivan Hunter
Wed Jul 09, 2014 2:01 am
Forum: Announcements
Topic: 1.3 Released!
Replies: 43
Views: 22950

Re: 1.3 Released!

Ringers might have reverse engineered it - it seems like the kind of thing Teratons would do (especially since gameplay-wise they can make Iocrym weapons). Ares could have then found, bought or looted it.
by Shivan Hunter
Tue Jul 08, 2014 7:44 am
Forum: Ideas & Suggestions
Topic: Weapon sound revamp
Replies: 11
Views: 2207

Re: Weapon sound revamp

 I really wish I could offer more to this thread than just a simple “+1” — advice, an offer to do up some sound effects, anything — but I really don’t. So I guess just a “+1” will have to do. Same here. I've made some extremely crude sounds for game jam games with sfxr, but it's mostly only good fo...
by Shivan Hunter
Sat Jul 05, 2014 1:20 am
Forum: Bug Reports & Tech Support
Topic: Bugs/minor bugs/oversights/annoyances (1.3)
Replies: 13
Views: 1532

Re: Bugs/minor bugs/oversights/annoyances (1.3)

Got a couple as well. I rushed through the entire game to see how fast I could get to Heretic just by flying gate-to-gate, and when docking with the Antarctica I get the usual dialogue with Captain Helios (I never joined the Militia or Fleet and don't even have an ID). It should default to the "This...
by Shivan Hunter
Thu Nov 08, 2012 5:48 pm
Forum: Shipyards
Topic: Replace a weapon on a station?
Replies: 5
Views: 917

Re: Replace a weapon on a station?

Did you try to use shpInstallDevice? I think it takes "ship" as a SpaceObject so it might work on stations. If that doesn't work then I'm not sure.
by Shivan Hunter
Tue Nov 06, 2012 8:29 pm
Forum: MOTM archives
Topic: MoTM - October 2012
Replies: 18
Views: 4757

Re: MoTM - October 2012

Yeah, I mentioned the graphics stuff earlier. ;) I think Uncharted puts systems on the map in given random locations in clusters, specified by coordinates like 300+1d100 (the Heretic cluster maybe could be moved down a bit). There's really no other way that makes sense to randomly place them on the ...
by Shivan Hunter
Tue Nov 06, 2012 7:16 am
Forum: Shipyards
Topic: A possible mod option for mods that do not change gameplay
Replies: 23
Views: 2187

Re: A possible mod option for mods that do not change gamepl

I'm pretty sure that's not possible. If I include an extension with a Resources/Stations1.jpg, Trans will still use the base one unless my mod references it- which would require overwriting the rsStations1 Image, or using a new <Image> asset and overwriting a station to use it. I don't think it woul...
by Shivan Hunter
Tue Nov 06, 2012 6:44 am
Forum: Commonwealth
Topic: Centauri command ship
Replies: 20
Views: 1912

Re: Centauri command ship

Old ship, not used. I'm not sure if it was ever used in older versions for anything. (it's interesting that it has kind of an Ares color scheme rather than a Centauri one).
by Shivan Hunter
Tue Nov 06, 2012 1:37 am
Forum: MOTM archives
Topic: MoTM - October 2012
Replies: 18
Views: 4757

Re: MoTM - October 2012

How am I still the only Uncharted vote

Image
by Shivan Hunter
Mon Nov 05, 2012 7:11 pm
Forum: MOTM archives
Topic: MoTM - October 2012
Replies: 18
Views: 4757

Re: MoTM - October 2012

http://i.imgur.com/nQCNM.gif Also- I have a crapton of mods up there :D, but "Charon Pirate turret", "some Luminous graphics", "some planet graphics", "an alien station", and "Weapon Graphics" probably don't count- they contain no XML and don't add anything to the game on their own. They're for mod...
by Shivan Hunter
Fri Nov 02, 2012 7:31 pm
Forum: Shipyards
Topic: A possible mod option for mods that do not change gameplay
Replies: 23
Views: 2187

Re: A possible mod option for mods that do not change gamepl

Cygnus: The server-side list is not a complicated "lock", and it'd be fairly easy for a modder to poke someone on IRC when they release a graphics mod to add it to the list. That's one of the main reasons I suggested it be community-run, anyway. :) Vachtra: Then graphics edits that do change gamepla...
by Shivan Hunter
Fri Nov 02, 2012 7:25 pm
Forum: Mod Announcements
Topic: [New Mod] Uncharted Released!
Replies: 70
Views: 13694

Re: [New Mod] Uncharted Released!

Out of curiosity- what's the Big-O complexity of creating a game with n nodes per cluster? It seems to be more than O(n) but that may just be me. (note: I am not asking you to try and speed it up- I realize that's probably more complicated and impossible than figuring out quantum mechanics :P) [EDIT...
by Shivan Hunter
Fri Nov 02, 2012 7:52 am
Forum: Shipyards
Topic: A possible mod option for mods that do not change gameplay
Replies: 23
Views: 2187

A possible mod option for mods that do not change gameplay

This would have to do with the high score list- obviously an unmodded game doesn't belong on the same high score list as a game with Dynamic Systems, and a game using some godmodded ship (or even a newbie boost) doesn't belong on the same high score list as an unmodded game. But what about a game us...